This is a post that has been in the works for a long time, and one I really should've gotten around to writing sooner.
One
of the repeated complaints of my players about ACKS is the perceived
unreasonableness of having a peasant population, nevermind towns and
caravans, in the midst of a wilderness as monster-infested and generally
deadly as that which ACKS postulates. I think my veteran players have
come to terms with it by this point, but our new players brought it up
again, so I figure I had best address it after all.
The important mindset to have here is one of the post-apocalyptic. The Hill Cantons had a wonderful post back in August,
when we first confronting this problem, about how the default
assumptions of AD&D strongly suggested a world where civilization
had just about collapsed, and mankind was on the brink of extinction (this post
that he wrote leading into it was good, too). ACKS' default
assumptions are not quite to AD&D's level of sparseness - the Auran
Empire setting seems to assume a falling empire, rather than one fallen
some time past. But they're close enough to be adapted, and that is
what I have done in the Shieldlands. Zahar collapsed some sixty to a
hundred years ago; well outside of human living memory given medieval
life expectancy, but within elven living memory (if one trusts the
elves). The Shieldlands were a Zaharan territory, though largely
human-inhabited, and later they became a battleground between the
Myrmidians and the Zaharans leading up the to disaster which shattered
their empire. With these historical assumptions in mind, let's address
more specific concerns.
First off, why are there
peasant populations in the wilderness such that when we clear a hex,
there are people there to swear loyalty to us? The simple answer is
that those peasants are existing at a near-animal level of subsistence
as a prey species for monsters, and surviving at something of an
equilibrium state where births per unit time equal deaths from predation
and disease in that same timeframe. They don't form large holdfasts
because those are like presenting the wyverns with a lunchbox, instead
living in bands practicing crude farming or herding. They also don't
have sufficient numbers, leadership, or skill in metalworking to arm up
to a level where they can fight wyverns, nor the food stores for
long-distance travel to a well-defended town. It is a nasty, brutish,
and short existence, but it's what they've got. There's a reason they
swear fealty if you can clear a hex and have the fortress and garrison
to defend it - it's a huge step up in life expectancy, and the rules
reflect this by allowing domained peasant populations to grow, while
peasant populations in monster-infested hexes remain static.
Second
- why is there this ring of 'civilized' hexes, then borderlands, and
then wilderness beyond? This I posit resulted from an exodus from the
cities into the wilderness by peasants when the empire fell, the rule of
law ended, and petty tyrants, cults, bandits, and worse took control of
towns. With the empire's monsters no longer under control and now
ravaging the countryside, staying in the cities became a very dangerous
proposition - with the peasants dying in the fields and trade at an end,
famine struck the cities, followed by open violence in the streets,
plague, and anarchy. In this situation, some felt it wiser to flee the
population centers, becoming some of the herders and subsistence farmers
who are our solution to the first question. That their population
density falls the further from the cities you go supports this
explanation - not many of them made it that far. This also has
interesting implications about the former maximum size of various
population centers in the Shieldlands; perhaps modern Opportunity is
built atop the ruins of Zaharan Opportunity, with further ruins
extending some distance into the countryside.
Third -
If everyone fled, why are there still towns, and how do those towns
survive? The towns survived because eventually, their populace fell to
the point where they could sustain themselves from the food generated by
peasants within their hex. They also had the advantages of walls,
safe water-sources, a few surviving skilled craftsmen, and government
(eventually). These permitted a well-prepared town to button itself up
and repel orcs and bandits who would lay siege, and to organize and arm
large groups of men to repel other (winged) threats. Their populations
are largely stable based on the area around them which can provide them
food, and to which they can provide sufficient protection that herders
and farmers can bring their wares in to market without needing a
personal army. There are, of course, still monsters in the vicinities
of cities, but they are fewer than out beyond their areas of influence.
Fourth
- why are there no roads? It's been sixty-plus years, and nobody's
been maintaining them. They're all either overgrown, lost beneath the
sands, or so full of boulders and holes that they're barely
recognizable, nevermind passable by wheeled transport. It took years
for the various towns to return to order after the upheaval, and with
their reduced populations and the looming threat of being devoured by
monsters, none have had the resources to restore the old Zaharan road
system.
Fifth - if there are no roads, and so damn many
monsters, how does overland trade work? Mules! Lots of mules! And as
many guards; I submit for your consideration that a merchant caravan
(from the Men, Merchants entry in the monsters section) may have a guard
of up to 80 1st-level fighters, 8 3rd-level fighters, and a 5th-level
fighter captain, each with a chance of magic items suitable to his
level. While such a force will take many casualties from an encounter
with a wyvern, the damage it could inflict via crossbows would likewise
pose problems realistically (infection, if nothing else). Many a
caravan has been lost in the Shieldlands, though, and muleskinning is a
dangerous business undertaken by the reckless and the desperate because
it can be very profitable. The rivers are somewhat safer, at least from
bandits and orcs, and this is why most trade in the Shieldlands is
conducted via water, and the only proper city in the area is on the
coast and largely supported by fishing and piracy.
Sixth
- where did all these monsters come from anyways? The Zaharan Empire
was a dark and terrible one, whose legions included countless goblins,
orcs, trolls, undead, wyvern cavalry, and worse. When the Shieldlands
were a territory, the monstrous armies stationed there served in fear of
their wizard-lords and limited collateral damage to an acceptable
level. When the empire fell, the monsters slipped the leash, broke
company along racial and clan lines, and have been running amok ever
since. Worse still is when things escape from forgotten Zaharan labs
and sealed crypts...
And so, enter the PCs into a world
where most people live and die within six miles of where they were
born, where safety and permanence are foreign concepts, where 35 is a
ripe old age, where no institution has persisted more than two or three
generations, and most people with weapons and manpower are basically
bandits, settling down permanently only if they find some particularly
productive area of land inhabited by many peasants who fear them, and
dealing with the monsters only if personally threatened. But the PCs,
they're different. They're actually seeking to impose order - they have
grand visions of sprawling empires, marble cities, just rulers served
by knightly warriors, peace, prosperity, and plenty. Whatever their
alignments may be, by the force of their ambition they are serving as a
force of Law and civilization in a land dominated by the Neutral and the
barbaric. And they seem to be succeeding; Opportunity is flourishing
under their rule, and has even withstood a change in leadership without
descent into anarchy, something unheard of in the Shieldlands in many
years. For the first time since the fall, roads are being built and
properly defended, and new trade routes are opening. They may not have
convinced the Shieldlanders to abandon some of their dearest-held
traditions, like knifing strangers for their boots, but Rome wasn't
built in a day...
Of course, for every force of law,
there is an equal and opposite force of chaos - in this case, the
witches of Bleak and their expansive beastman domain... But such is the
nature of things.
Awesome post. Glad you posted a link to it!
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